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Thread: OpenGL collection

  1. #211
    Clicker Fusion 2.5 DeveloperFusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleMac Export Module

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    Re: OpenGL - 3D Sprites extension

    Yeh your right, few threads back i asked a similr think for min to add a way of counting verts but as far as i know, hes not got around to it yet (although i use my own model format / importer).

    Anwyays, heres the thing. Min could add these but i think it would then only be possible to make this a pre-loading process and not a realtime process due to optimisation. But without tesitng then we wouldnt know. So Basically, it would be a case of load the model, go threw all verts and calculate the tangents, store them inside an array and then you have enough enough (tangents, normal map data, and textures) to send to you shader programs for drawing.

    Its when animations are then involved, i suspect you would ahve to re-calculating tangents and normals and depending on how optimised your formula for calculatng them is and how complex your model is and how fast the computer and graphics card is, depends on the result.

    Thanks
    Andy

  2. #212
    Clicker Multimedia Fusion 2 Developer

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    Re: OpenGL - 3D Sprites extension

    Quote Originally Posted by Min
    It's the same for 3D objects. However if you use the MS3D or 3D Sprites extensions they automatically handle this for you.
    Oh I see.

    I did it and it's working great, except when textures with alpha are scaled, they get a weird outline
    http://img29.imageshack.us/img29/7725/allpurposeimage.png
    any ideas?

  3. #213
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    Re: OpenGL - 3D Sprites extension

    Use an alpha test like GL_GREATER with a threshold of something like 0.95.
    http://www.opengl.org/sdk/docs/man/xhtml/glAlphaFunc.xml

    It's still not a perfect solution, but I'm unaware something better.

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    Re: OpenGL - 3D Sprites extension

    The outline problem arises from the interpolation between a transparent texel and neighbouring texels. Because both colour and alpha values are interpolated the semitransparent fragments will fade toward the colour value of the transparent texel. To completely get rid of the effect you will have to turn off texture filtering, or you could change the colour value of the transparent texels to the colour of one of the neighbouring opaque texels to hide the effect.

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    Re: OpenGL - 3D Sprites extension

    Quote Originally Posted by Retriever2
    Use an alpha test like GL_GREATER with a threshold of something like 0.95.
    http://www.opengl.org/sdk/docs/man/xhtml/glAlphaFunc.xml

    It's still not a perfect solution, but I'm unaware something better.
    doesn't work well with heavily translucent images such as smoke clouds (but it does work well on things with little transparency)

    illustration

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    Re: OpenGL - 3D Sprites extension

    yeah it's only for opaque images that aren't supposed to have a soft edge. You would have to turn it on and off between drawing opaque images and transparent images.

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    Re: OpenGL - 3D Sprites extension

    ah I see

  8. #218
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    Re: OpenGL collection

    Download

    Update!

    - The External Texture object can now load images from Actives, Overlays and Surface objects.
    - The 3D Sprite object has a new more efficient way to set texture handles for the frames, see the updated 3D Sprite example.
    - Changed the order of rotation to roll>pitch>yaw for the Camera object and yaw>pitch>roll for the MS3D object as it should have been from the beginning.

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    Re: OpenGL collection

    Lovely update!

  10. #220
    Clicker Fusion 2.5 DeveloperSWF Export ModuleUnicode Add-on
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    Re: OpenGL collection

    Nice. Would have been better if you could select a specific image from the Surface.
    Besides, why multiple texture handles for sprites? Why not use spritesheets?

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